Map Name: Defend AmericaMapmaker(s): isaiah40Number of Territories:117Special Features: A couple of units utilize both attack and bombard at different ranges.What Makes This Map Worthy of Being Made: I believe this will be a map that requires more strategy than anything else.

In 2034 after two decades of US hostility, some of the nations decided to end the hostilities and make a co-ordinated attack. Taken by surprise, it was all the US could do to fight back. Your orders: Defend the country against overwhelming numbers!

Starting Positions:Each player starts with 1 each of Infantry, Hover-tank, fighter and bomber.Each wave starting position starts with 2 men on each, while each USA starting position starts with 3 men on each.

TransformationThis is a conditional transform - If you lose a factory, and it is the only factory you hold in a theater of operation (the colored areas), then you will lose 5 men per fighter, bomber and hover-tank you hold in the same theater of operation.

All the black text. Mainly in the legend and Southern front.As a GP guru though, sure you must have had an idea on this though. But why not just the 3 waves and America as the 4 starting positions. In a 5 to 7 player game then, will anyone be at a slight advantage/disadvantage but that is what game chat is for. Another thought would be to use America as the battleground and have the American SP as another 2 waves coming in from the top (Alaska and Canada led by Palin ).

I'd like to see a map where the civilian population of USA rises up in rebellion against the corrupt political elite and military-industrial complex... one side has guerilla warfare while the other has latest military tech.

natty dread wrote:I'd like to see a map where the civilian population of USA rises up in rebellion against the corrupt political elite and military-industrial complex... one side has guerilla warfare while the other has latest military tech.

Yeah, I'm liking how this is looking. Seems like some wasted space on the sides/bottom, I think the icons for the different starting positions probably need to be polished up, and I think the background could use a different color and could use some texture, but I like where this is heading.

Icons look frigging sweet but seem out of place for the story you laid out, would the US military not of made any advances? Background photos look OK but the same as icons. Some of the smaller territs look like they might just fit in the army numbers now, what about the small version though (EF6, EF7). I know it is early, but any thought on this yet?

Why are all of the attacking armies the same... Icons-would America sell to there enemies? Armies, would Mexico have an army the size of Russia's? Maybe have different icons for each army, if not, at least the enemy.

EDIT: Had a thought or two coming back from the kindergarten just now, how about spreading the attacking armies all around America, and secondly, give each starting position a different amount of armies. So one might have 2 bombers while another would have two fighters. This would give each one its own unique play. Lots of ways to play it then, and a bigger headache for nole and ian. Lastly, how about removing the American defenders as anyone player who gets these will end up being annihilated. Or you could have no American defenders but place a spy for each army in America. Give him a range bombard so he can see over a large area in fog games, huge decay so any armies placed on him get wasted at the end of the turn, but have him not being able to be attacked. You would have to have a losing condition then, but that can be easy to sort out.

For the icons I had thought of having different ones for each military force, but for the sake of keeping the legend uncluttered and easy to read, I opted to use the same icon.

If you look closely, the American players won't get eliminated that easily. as they have the bombers with a +3 auto they can use at a range of 3 to bombard - but may I should also have them attack at a range of 2? The initial setup prevents first and second round eliminations, so all players have a fighting chance. Besides the only men you actually receive - other than the autodeploys - are 3 men per turn. So will have to move those men off of your units to be able to use them effectively.

Plus when you fort say from a hover-tank you will only be able to fort to a normal region, another hover-tank, a city or to an infantry unit. At least that is how I understand it to work.

Can you clarify what it means in the legend under Fighters?"Attack Range of 1Bombard range of 2Can atack or bombard any region"That last line seems inconsistent with the first two lines? I don't understand that...

swimmerdude99 wrote:Can you clarify what it means in the legend under Fighters?"Attack Range of 1Bombard range of 2Can atack or bombard any region"That last line seems inconsistent with the first two lines? I don't understand that...

Euro - Russian Pact. Soviet sounds so 80s Rocky/Rambo.All of the text that is for the fronts is almost unreadable and even hard to notice. Not really needed is it?Are we getting a symbol for the infantry?Black lines as impassable? And with the impassables, are they based on anything in particular?An idea for you, how about giving each wave its own unique win condition but leave out the US troops from this. They just have to survive.

In 2154 after a century of US hostility, some of the nations decided to end the hostilities and made a co-ordinated attack. Taken by surprise, it was all the US could do to fight back. Your orders: Defend the country against overwhelming numbers!

This is the premise for the new map brought to you by isaiah40. After Fractured America and China, will this map sit nicely with the others we have? Would you like to see this game in the future and if so, do you see anything that might need changing?